Сообщения пользователя: Victoria
Тема: Specialization of cruisers, dreadlisks and fuel costs |
2 Декабря 2015 21:43:13
Сообщение #106
The magnification factor of damage of cruisers for small units was reduced from 3 to 2,5.
The magnification factor of damage of dreadlisks for units of medium size was reduced from 2,5 to 2.
These types of units have become too versatile. Their use, them alone, makes the game less interesting than options for combinations of these units.
Fuel costs were increased by one more norm of consumption for any flights. Earlier, during the flight of the unit, only one consumption rate was used for acceleration.
Now 2 consumption rates are used (acceleration and braking).
Even with this change, neighbors flights will be cheaper than they were before May 2014. The flights over long distances will cost the same (+ 1 consumption rate). We hope the spam attacks on weaker players will become increasingly rare.
The magnification factor of damage of dreadlisks for units of medium size was reduced from 2,5 to 2.
These types of units have become too versatile. Their use, them alone, makes the game less interesting than options for combinations of these units.
Fuel costs were increased by one more norm of consumption for any flights. Earlier, during the flight of the unit, only one consumption rate was used for acceleration.
Now 2 consumption rates are used (acceleration and braking).
Even with this change, neighbors flights will be cheaper than they were before May 2014. The flights over long distances will cost the same (+ 1 consumption rate). We hope the spam attacks on weaker players will become increasingly rare.
Тема: Change in value of protector x5 |
27 Ноября 2015 13:56:00
Сообщение #105
The cost of the monthly payment (x5 order) of protector was rising from 100 to 200 per month.
For future buyers the cost of the officer was not changed.
For future buyers the cost of the officer was not changed.
Тема: The retreat from the battle is temporarily disabled |
23 Ноября 2015 16:45:13
Сообщение #104
The retreat from the battle is temporarily disabled for technical reasons.
We will announce you when turn on it again.
We apologize for the inconvenience.
We will announce you when turn on it again.
We apologize for the inconvenience.
Тема: The retreat time and the capacity of the lot in the Bestiary |
23 Ноября 2015 16:26:18
Сообщение #103
The minimum time that the fleet has to spend in a battle is increased by 20% (50 seconds), up to 5 minutes exactly.
The editor of balance is considering an increase to 6 minutes.
The capacity of the lot with a minimum commission is reduced by 20% from 5 000 000 Vespene to 4 000 000 Vespene.
Other words, earlier with the commission of 1 hydarian crystal, one could expose 5 000 000 Vespene, but now only 4 000 000.
The editor of balance is considering an increase to 6 minutes.
The capacity of the lot with a minimum commission is reduced by 20% from 5 000 000 Vespene to 4 000 000 Vespene.
Other words, earlier with the commission of 1 hydarian crystal, one could expose 5 000 000 Vespene, but now only 4 000 000.
Тема: Upgrading the core of the battle system to version 4.5.9 |
18 Ноября 2015 11:43:16
Сообщение #102
General changes:
- An error with the input of technologies in the large-scale battles was fixed.
- Fixed a bug due to which the buildings, which are able to attack, received incorrect values of the shooting period.
Terrans:
- Now the Defensive Matrix is triggered at the first receiving of damage, but not at a fixed time.
- Battleship:
- - a bug that caused the fact that the attack of Battleship could be slowed by Acid Spores was fixed.
- Destroyer:
- - We removed bug that caused the fact that the Battle Command might increase the effect of non-combat abilities.
- - The maximum effect of the Battle Command, which can be applied to the destroyers, reduced to 22%.
- - The effect of Battle Command was increased from 1250 to 8000.
- - The damage shot of destroyers was increased from 250 to 280.
- Battlecruiser:
- - we have removed a bug with the Yamato Cannon, when it shoots with a probability of 100% instead of 50%.
- - Yamato Cannon selects targets, the value of vitality of which is closer to the value of the damage from the attack.
Xerjs:
- Scourge:
- - Speed on the battlefield was increased from 400 to 600.
- - we added the delay of the first attack: 0.8 round (40 seconds at current settings).
- - In collisions between two groups of Scourges the equal exchange is guaranteed.
Tosses:
- Warden
- - Inflicts 1.5 times more damage on organic targets.
- An error with the input of technologies in the large-scale battles was fixed.
- Fixed a bug due to which the buildings, which are able to attack, received incorrect values of the shooting period.
Terrans:
- Now the Defensive Matrix is triggered at the first receiving of damage, but not at a fixed time.
- Battleship:
- - a bug that caused the fact that the attack of Battleship could be slowed by Acid Spores was fixed.
- Destroyer:
- - We removed bug that caused the fact that the Battle Command might increase the effect of non-combat abilities.
- - The maximum effect of the Battle Command, which can be applied to the destroyers, reduced to 22%.
- - The effect of Battle Command was increased from 1250 to 8000.
- - The damage shot of destroyers was increased from 250 to 280.
- Battlecruiser:
- - we have removed a bug with the Yamato Cannon, when it shoots with a probability of 100% instead of 50%.
- - Yamato Cannon selects targets, the value of vitality of which is closer to the value of the damage from the attack.
Xerjs:
- Scourge:
- - Speed on the battlefield was increased from 400 to 600.
- - we added the delay of the first attack: 0.8 round (40 seconds at current settings).
- - In collisions between two groups of Scourges the equal exchange is guaranteed.
Tosses:
- Warden
- - Inflicts 1.5 times more damage on organic targets.
Тема: The balance of the units, feedback |
10 Ноября 2015 16:50:21
Сообщение #101
1) We introduce the section "Question" for communication with the administration (Feedback). We hope that it helps to solve important problems of players. We will try to answer during business hours. For all the usual questions you can use the forum.
2) We work over new pirate stations. Initial development will be testing soon, but in the game, I hope you will see pirate stations in the beginning of December.
3) Some changes for units.
Jouann
Fuel usage 80000 -> 70000
Space wanderer
Speed 50 (100) -> 60 (120)
Viking
Attack per shot 10->12
Planetoid
Cost: 17 000 000/8 000 000 -> 13 000 000/4 000 000/3 000 000
Investigator
Speed 320->450
Scourge
Evolution of consumption is giving 2%->4% of fuel saving
Reaver
Damage to heavy armor х1->х2.5
Bomber
Damage to heavy armor x0.5->х 1.75
Guardian
Damage to heavy armor x0.7->х2
Damage to strenthened armor х1->х1.5
Plasma turret
Damage to heavy armor x1.8 ->х2
Ion cannon
Damage to light armor x1.8->х2
Damage to strenthened armor x1.4->х1.5
Dark pylon
Damage to light armor x1.6->х2
Damage to strenthened armor x1.3 ->х1.5
Obelisk
Damage to strenthened armor x1.2 -> х1.5
Damage to heavy armor x1.5 ->х2
Spore colony
Damage to light armor x1.5->х2
Sunken colony
Damage to strenthened armor x1.5->x2
4) We work over creation even more realistic battle system.
2) We work over new pirate stations. Initial development will be testing soon, but in the game, I hope you will see pirate stations in the beginning of December.
3) Some changes for units.
Jouann
Fuel usage 80000 -> 70000
Space wanderer
Speed 50 (100) -> 60 (120)
Viking
Attack per shot 10->12
Planetoid
Cost: 17 000 000/8 000 000 -> 13 000 000/4 000 000/3 000 000
Investigator
Speed 320->450
Scourge
Evolution of consumption is giving 2%->4% of fuel saving
Reaver
Damage to heavy armor х1->х2.5
Bomber
Damage to heavy armor x0.5->х 1.75
Guardian
Damage to heavy armor x0.7->х2
Damage to strenthened armor х1->х1.5
Plasma turret
Damage to heavy armor x1.8 ->х2
Ion cannon
Damage to light armor x1.8->х2
Damage to strenthened armor x1.4->х1.5
Dark pylon
Damage to light armor x1.6->х2
Damage to strenthened armor x1.3 ->х1.5
Obelisk
Damage to strenthened armor x1.2 -> х1.5
Damage to heavy armor x1.5 ->х2
Spore colony
Damage to light armor x1.5->х2
Sunken colony
Damage to strenthened armor x1.5->x2
4) We work over creation even more realistic battle system.
Тема: Technical works, 10.23.2015 at 05:00 server time |
22 Октября 2015 22:23:35
Сообщение #100
Tomorrow (23 October 2015) at 05:00 server time, planned engineering works designed to work with the database will be made.
During operations, all missions will be stopped. The game and the forum will not be available during 15-30 minutes.
The estimated time of engineering works is 30 minutes.
Your fleet who flew on a mission at this time will be processed with a certain delay, so please do not plan serious actions at this time, the more battles that will require personal involvement.
We apologize for the inconvenience.
During operations, all missions will be stopped. The game and the forum will not be available during 15-30 minutes.
The estimated time of engineering works is 30 minutes.
Your fleet who flew on a mission at this time will be processed with a certain delay, so please do not plan serious actions at this time, the more battles that will require personal involvement.
We apologize for the inconvenience.
Тема: moon only 1 field |
9 Октября 2015 07:53:09
Сообщение #99
If you abandon the moon, then a day later it will disappear. Each moon (of any size) initially have one field for the construction of a lunar base. And the construction of a lunar base and its subsequent upgrade will add the fields.
Тема: Nagibator and zero coordinates |
6 Октября 2015 20:53:44
Сообщение #98
Announcement of innovation.
Many of you saw in infos Nagibator the wonderful ship of Relict.
Its main feature is solar destruction.
Solar destruction is the destruction of the system with all the planets, moons, asteroids, fleets. The solar destruction can destroy the capital, as well as the object of strong or weak player.
For solar destruction, the opportunity to stand on the zero coordinates for all fleets will be introduced. Zero coordinates cannot be colonized.
In the case of the destruction of the capital, the capital will be moved automatically to the nearest planet of the player.
Zero coordinates are differ from the ordinary coordinates only by the impossibility of the colonization, i.e. the fleets will be visible in the galaxy.
Many of you saw in infos Nagibator the wonderful ship of Relict.
Its main feature is solar destruction.
Solar destruction is the destruction of the system with all the planets, moons, asteroids, fleets. The solar destruction can destroy the capital, as well as the object of strong or weak player.
For solar destruction, the opportunity to stand on the zero coordinates for all fleets will be introduced. Zero coordinates cannot be colonized.
In the case of the destruction of the capital, the capital will be moved automatically to the nearest planet of the player.
Zero coordinates are differ from the ordinary coordinates only by the impossibility of the colonization, i.e. the fleets will be visible in the galaxy.
Тема: Auto repair of the 25% of the lost fleet was introduced |
6 Октября 2015 10:13:45
Сообщение #97
The development of auto repair of the fleet was completed today. 25% of the fleet who died after any battle will arrive after a certain period to the nearest planetary shipyard or its equivalent for the Xerjs or Tosses:
• in a day if the battle occurred on the planet itself or on its coordinates; to the moon if the fight was on the moon;
• three days later if the fight was in the solar system;
• 7 days later if the fight was in the radius 100 000 ckm from the shipyard.
Each unit in the shipyard will have a timer which will show when it will arrive there.
For example, we have lost 100 mudkips in a battle on the current planet. The timer of daily waiting for 25 mudkips will appear in the incubator. After the expiration of the term, units will be recovered automatically as the defense does now with a tenfold speed relative to the speed of its construction.
You can cancel the building, returning the resources. The percentage of debris in a battle will not decrease.
If in a radius of 100 000 ckm from the battle will not be any shipyard at the time of the battle, fleet will not be restored. If there is a shipyard on the moon or asteroids, the fleet will appear in the nearest one. The moons have precedence of the asteroids.
The debris of the fleet which will be recovered drops in a full measure.
The concept of the repair will be supplemented and improved, depending on your wishes, dear members of the project.
The commission of the resource merchant was reduced from 25 to 10%.
• in a day if the battle occurred on the planet itself or on its coordinates; to the moon if the fight was on the moon;
• three days later if the fight was in the solar system;
• 7 days later if the fight was in the radius 100 000 ckm from the shipyard.
Each unit in the shipyard will have a timer which will show when it will arrive there.
For example, we have lost 100 mudkips in a battle on the current planet. The timer of daily waiting for 25 mudkips will appear in the incubator. After the expiration of the term, units will be recovered automatically as the defense does now with a tenfold speed relative to the speed of its construction.
You can cancel the building, returning the resources. The percentage of debris in a battle will not decrease.
If in a radius of 100 000 ckm from the battle will not be any shipyard at the time of the battle, fleet will not be restored. If there is a shipyard on the moon or asteroids, the fleet will appear in the nearest one. The moons have precedence of the asteroids.
The debris of the fleet which will be recovered drops in a full measure.
The concept of the repair will be supplemented and improved, depending on your wishes, dear members of the project.
The commission of the resource merchant was reduced from 25 to 10%.
Тема: Notification when Telepath, a survey of sound |
1 Октября 2015 16:06:27
Сообщение #96
At the request of the players notification is canceled for all but those players who have working officer "Telepath" which can be hired on the page Officers
Just offer a selection of notification sounds, instead of the current tweeter. You can select several variants. Only one tune will be selected with the highest number of votes up to 02.10.2015 15:00
To leave the sound that we have now:
...
1:
2:
3:
4:
5:
6:
addition from the Administrator: Telepath's price was reduced.
Just offer a selection of notification sounds, instead of the current tweeter. You can select several variants. Only one tune will be selected with the highest number of votes up to 02.10.2015 15:00
To leave the sound that we have now:
...
1:
2:
3:
4:
5:
6:
addition from the Administrator: Telepath's price was reduced.
Тема: Transfere resources |
1 Октября 2015 10:33:22
Сообщение #95
Resources which are transferred between your planets accounted in the limit only at the time of their flight. Then after landing they are removed from the limit.
Тема: Looted resources |
1 Октября 2015 09:21:20
Сообщение #94
If you exceed the loot limit, during the next robbery you will lose resources, depending on the points difference between you and your target
Тема: FAS, the speed of mobile fleet and Protector |
29 Сентября 2015 20:18:45
Сообщение #93
The hangar gives 200 to FAS, not 300
Shelter evolution gives 300 to FAS, not 400.
The cost of the Protector has grown in 2 times as promised.
Basic speed of mobile fleet was decreased by 20-30%.
Shelter evolution gives 300 to FAS, not 400.
The cost of the Protector has grown in 2 times as promised.
Basic speed of mobile fleet was decreased by 20-30%.
Тема: Unbalence at Quest 6 |
29 Сентября 2015 09:07:53
Сообщение #92
Quote: joey666xxx
Did you ever think about how many Vespene do I need to attack him from my location????
What do you propose to do to improve the situation?
Тема: The announcement of the FAS |
28 Сентября 2015 09:18:45
Сообщение #91
FAS will be reduced by another 100 with a high probability soon.
Production of both mines was increased by about 10 percent to balance the extraction of resources in the sector.
Debris after Phoenix from the 10th mission (Planetary destruction) was increased by 50 percent.
Production of both mines was increased by about 10 percent to balance the extraction of resources in the sector.
Debris after Phoenix from the 10th mission (Planetary destruction) was increased by 50 percent.
Тема: Thermonuclear power plant, tribute and other changes. |
25 Сентября 2015 16:01:58
Сообщение #90
1. The lack of visibility of some symbols for foreign races was fixed.
2. The idea of visibility of smth that flies to the coordinates not only from it’s planet, but also from the moon was implemented.
3. Territorial tribute for the players who have less than 25k points has been disabled (Now for them on foreign soil will be marked always -1).
4. Psi detector now starts to work on radius, and not along the sleeve as before. (later you will see it, not at this moment).
5. Thermonuclear power plant improved; at high levels it will be able to notice a positive difference. (during commissioning you could see some energy jumps)
Coming soon:
Slight, unique bonus for Psi disrupter is under developing.
Not very soon:
Start developing of new quests and new types of pirates (new development of pirate planets with quays)
2. The idea of visibility of smth that flies to the coordinates not only from it’s planet, but also from the moon was implemented.
3. Territorial tribute for the players who have less than 25k points has been disabled (Now for them on foreign soil will be marked always -1).
4. Psi detector now starts to work on radius, and not along the sleeve as before. (later you will see it, not at this moment).
5. Thermonuclear power plant improved; at high levels it will be able to notice a positive difference. (during commissioning you could see some energy jumps)
Coming soon:
Slight, unique bonus for Psi disrupter is under developing.
Not very soon:
Start developing of new quests and new types of pirates (new development of pirate planets with quays)
Тема: More fields on planets, creeps and pumping technology |
25 Сентября 2015 15:19:55
Сообщение #89
Due to the introduction of new buildings, we continue to give the possibility to increase the number of fields on the planet.
Now creeps of Xerjs give 2 times more fields, 1 for every 500, not 1000
Pumping technology has acquired another useful property: it increases the number of fields on the planets by the formula +1 for every 3 levels.
Now creeps of Xerjs give 2 times more fields, 1 for every 500, not 1000
Pumping technology has acquired another useful property: it increases the number of fields on the planets by the formula +1 for every 3 levels.
Тема: re-colonise a planet that I have had for quite a while |
25 Сентября 2015 13:19:50
Сообщение #88
If recolonization fleet and buildings will disappear. To minimize losses, you can remove the fleet from the planet and dismantle the buildings. Disassemble of buildings will take time, but as a result you will be able to recover some of the resources.The planet can be recolonized several times until you will get the needed quantity of fields.
Тема: FAS was decreased |
25 Сентября 2015 08:35:43
Сообщение #87
The limit of FAS for the Shelter evolution of Xerjs and for Hangar of Terrans was decreased by 100 per level.
By the recent introduction of sound, we have strengthened the attack of "miners", this innovation in the balance in favor of "attackers".
By the recent introduction of sound, we have strengthened the attack of "miners", this innovation in the balance in favor of "attackers".